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<blockquote data-quote="Antonlowe" data-source="post: 7047325" data-attributes="member: 57841"><p><strong>Feats</strong></p><p></p><p>Any character may lower a single ability score by 2 (but not below 8) in order to gain a bonus feat at 1st level.</p><p></p><p>I am assuming that all of the 5e feats are available to characters.</p><p>I only had to make two changes; Magic initiate is replaced with Pact Magic. Ritual Caster has been changed. </p><p></p><p>[h=1]Rage[/h]<em>Your anger is something to be feared!</em></p><p>As a bonus action, you may spend a hit dice to gain a +2 bonus on all damage rolls for 1 minute. You can use this ability once per round. The bonus to damage increases by +2 each time you do, but the duration does not increase. </p><p>[h=1]Crusader[/h]<em>You have dedicated yourself to wiping out members of an opposing dedication. </em></p><p>Choose one <em>Dedication </em>you are opposed to (Example: Evil)</p><p>· As a bonus action, you may select a target and make an Insight check opposed by your target’s Deception check to determine if the target has that dedication.</p><p>· Your attacks bypass any resistance which is possessed by members of your opposing dedication.</p><p>· Whenever you deal damage to an opponent of the chosen dedication, you may choose to spend a hit dice to increase the damage by 1d10.</p><p></p><p>[h=1]Pact Magic[/h]<em>You have made a shady deal with otherworldly patrons to gain some cheap and easy magic. </em></p><p>Choose one spell casting tradition (Arcane, Divine or Primal). You learn two spells from this tradition. The maximum level of these spells cannot be greater than ½ your level. You treat these spells as always prepared. You may cast these by spending a number of hit dice equal to the spell’s level.</p><p>If you take this feat at 1[SUP]st[/SUP] level, you may only choose cantrips. You may cast these cantrips at will.</p><p>Whenever you gain a level of adept, you may change these spells, but they must still belong to the same tradition you originally chose.</p><p>[h=1]Athame[/h]<em>You have learned how to focus your own soul into a magical weapon. </em></p><p>You can use your action to create a athame in your empty hand. You can choose the form that this archaic weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.</p><p>Your athame disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.</p><p>If you have a level of adept, you may choose to add your spell casting ability score, instead of STR/DEX, to the attack and damage rolls made with your weapon.</p><p></p><p>[h=1]Witchery[/h]<em>You’re a witch. You weigh as much as a duck and your opponents can build a bridge out of you. </em></p><p>You learn the Eldritch blast cantrip and can choose one Eldritch Invocation for which you qualify for. </p><p></p><p>[h=1]Spiritual Totem[/h]<em>You are a noble savage with spiritual guide and a deep connection to nature, or maybe you’re a princess. </em></p><p>During a long rest, you may cast the find familiar spell. You may also cast Speak with animals once between each short rest.</p><p>[h=1]Ritual Caster[/h]You may cast any spell with the ritual tag no matter the spells tradition. You may spend a number of hit dice equal to the spells level to cast a ritual rather than using a spell slot. You still must have a copy of the spell in your spell book in order to cast it.</p><p></p><p>[h=1]Wilderness Guide[/h]</p><ul> <li data-xf-list-type="ul">Difficult terrain doesn't slow your group's travel.</li> <li data-xf-list-type="ul">Your group can't become lost except by magical means.</li> <li data-xf-list-type="ul">You may forage for food or do other wilderness activities without slowing your progress.</li> <li data-xf-list-type="ul">If you are traveling alone, you can move stealthily at a normal pace.</li> <li data-xf-list-type="ul">When you forage, you find enough food to support yourself and up to five others.</li> <li data-xf-list-type="ul">While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</li> </ul><p>[h=1]Martial Artist[/h]· You may determine your AC using your wisdom in place of your dexterity.</p><p>· Your unarmed strikes gain the Versatile and light properties.</p><p>· Your unarmed strikes deal an additional 1d4 points of damage.</p><p></p><p>[h=1]Team Mascot[/h]<em>You are completely useless, but fun to have around. </em></p><p>· Whenever you or an ally spend a hit dice to regain hit points, add your charisma bonus to the amount of hit points regained.</p><p>· You add half your proficiency bonus on any skill check made with a skill you are not proficient in.</p><p>· You gain advantage on all rolls made while ‘Carousing’.</p></blockquote><p></p>
[QUOTE="Antonlowe, post: 7047325, member: 57841"] [b]Feats[/b] Any character may lower a single ability score by 2 (but not below 8) in order to gain a bonus feat at 1st level. I am assuming that all of the 5e feats are available to characters. I only had to make two changes; Magic initiate is replaced with Pact Magic. Ritual Caster has been changed. [h=1]Rage[/h][I]Your anger is something to be feared![/I] As a bonus action, you may spend a hit dice to gain a +2 bonus on all damage rolls for 1 minute. You can use this ability once per round. The bonus to damage increases by +2 each time you do, but the duration does not increase. [h=1]Crusader[/h][I]You have dedicated yourself to wiping out members of an opposing dedication. [/I] Choose one [I]Dedication [/I]you are opposed to (Example: Evil) · As a bonus action, you may select a target and make an Insight check opposed by your target’s Deception check to determine if the target has that dedication. · Your attacks bypass any resistance which is possessed by members of your opposing dedication. · Whenever you deal damage to an opponent of the chosen dedication, you may choose to spend a hit dice to increase the damage by 1d10. [h=1]Pact Magic[/h][I]You have made a shady deal with otherworldly patrons to gain some cheap and easy magic. [/I] Choose one spell casting tradition (Arcane, Divine or Primal). You learn two spells from this tradition. The maximum level of these spells cannot be greater than ½ your level. You treat these spells as always prepared. You may cast these by spending a number of hit dice equal to the spell’s level. If you take this feat at 1[SUP]st[/SUP] level, you may only choose cantrips. You may cast these cantrips at will. Whenever you gain a level of adept, you may change these spells, but they must still belong to the same tradition you originally chose. [h=1]Athame[/h][I]You have learned how to focus your own soul into a magical weapon. [/I] You can use your action to create a athame in your empty hand. You can choose the form that this archaic weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. Your athame disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. If you have a level of adept, you may choose to add your spell casting ability score, instead of STR/DEX, to the attack and damage rolls made with your weapon. [h=1]Witchery[/h][I]You’re a witch. You weigh as much as a duck and your opponents can build a bridge out of you. [/I] You learn the Eldritch blast cantrip and can choose one Eldritch Invocation for which you qualify for. [h=1]Spiritual Totem[/h][I]You are a noble savage with spiritual guide and a deep connection to nature, or maybe you’re a princess. [/I] During a long rest, you may cast the find familiar spell. You may also cast Speak with animals once between each short rest. [h=1]Ritual Caster[/h]You may cast any spell with the ritual tag no matter the spells tradition. You may spend a number of hit dice equal to the spells level to cast a ritual rather than using a spell slot. You still must have a copy of the spell in your spell book in order to cast it. [h=1]Wilderness Guide[/h] [LIST] [*]Difficult terrain doesn't slow your group's travel. [*]Your group can't become lost except by magical means. [*]You may forage for food or do other wilderness activities without slowing your progress. [*]If you are traveling alone, you can move stealthily at a normal pace. [*]When you forage, you find enough food to support yourself and up to five others. [*]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [/LIST] [h=1]Martial Artist[/h]· You may determine your AC using your wisdom in place of your dexterity. · Your unarmed strikes gain the Versatile and light properties. · Your unarmed strikes deal an additional 1d4 points of damage. [h=1]Team Mascot[/h][I]You are completely useless, but fun to have around. [/I] · Whenever you or an ally spend a hit dice to regain hit points, add your charisma bonus to the amount of hit points regained. · You add half your proficiency bonus on any skill check made with a skill you are not proficient in. · You gain advantage on all rolls made while ‘Carousing’. [/QUOTE]
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